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Fresh Blood: anti-tunneling mechanic

So I'll keep this a bit short, but what if they're were a mechanic introduced called Fresh Blood, that basically acts as a blood point modifier that increases or decreases BP earned based on consecutive hits/hooks against the same survivor?

I'm not saying 2 hits in a row and you lose half the points you'd get, but maybe after the 3rd or 4th hit against the same survivor (or 2nd hit after hooking the survivor) you see a "Stale Blood" modifier to the hit blood points (maybe a 10% decrease, and an additional 5-10% penalty for each additional hit against the same survivor in a row).

On the killer balance side of things, for each unique survivor you hit in a "row" (row meaning no more than 2 hits/hooks against the same survivor consecutively) you get a "Fresh Blood" blood point modifier that increase the BP gained by 5% (so if you manage to hit all 4 survivors over the course of 8 hits/hooks, you get a 20% bp bonus on each hit/hook).

It would both help discourage tunneling and encourage spreading out damage, while neither penalizing nor rewarding the killer too severely if they decide to take that hit to points gained, but offers them some sort of incentive to switch targets if they see another player unhook someone in range.

Thoughts?

Comments

  • Orion
    Orion Member Posts: 21,675

    Killers should not be punished for playing efficiently.

  • ChicoRockz
    ChicoRockz Member Posts: 34
    edited March 2019

    I have to agree with Orion on this one. The main reason tunneling/camping happens in the first place, is because Gens get done way too quick. I don't think the only way to slow down gen rushing should be Hex: Ruin. Instead of a perk to slow things down, why not introduce a new mechanic? Maybe gens need gas before being worked on or plugged in to a centeral power station? Just my opinion on why I think tunneling happens.


    Also with the new DS rework in the pipeline, hopefully tunneling is something that isn't done so often anymore.

  • Raptorrotas
    Raptorrotas Member Posts: 3,254

    But survivors always focus (tunnel) gens, why dont they swap target? - same thing, yet for killers its nad manners or toxic. And the whole "only objective" thing also applies to killers, so no use citing it now.

    While partially ment to be sarcastic, my statement is also true.

    I doubt that s mere 5% ingame bonus/malus will make that much of a difference. But props for also mentioning the reward version, most "mains" wouldve only proposed a penalty.

    But camping and tunneling are human element strategiesbwhich sirvivors are cirrently already capable of dealing with.

    Hardcoding mechanics to disable those will only kill variety while forcing killers to play dumb, see emblems.

  • PoppaSquat
    PoppaSquat Member Posts: 78

    Well what if we kept the reward for frequently switching targets, but eliminated the penalty for hitting/hooking the same survivor over and over again.

    In this way the killer won't feel punished if they decide to tunnel down a player, but in a scenario where they can easily choose between two targets, they might be incentivized to switch targets.

    Thoughts?

  • Mr_Myers
    Mr_Myers Member Posts: 422

    Players like me, and I'm sure I'm not alone, aren't overly concerned about bloodpoints. I'm not a win craving meta slave, but if I saw a chance to remove someone from a game it buys me a load of time which is what really matters. Games aren't that fun if they end in 3 minutes

  • HazeHound
    HazeHound Member Posts: 814
    edited March 2019

    Just don't get caught, play stealthy or learn to loop efficiently. Stop whining.

    Many perks actually promote finding new survivors alongside emblems and actually points for hooking someone for the first time.

    If survivor does reckless save entire team deserves to be punished for it. Play smart.

  • KreepyMF
    KreepyMF Member Posts: 28

    Exactly my thoughts as I read the original idea. Sometimes it is unfortunate that the killer frequently comes across a survivor because they're either n00bs or teammates can be ######### for not taking those hits or distracting the killer. There's always going to be style of play disagreement but rewards for creating a spread out blood bath would encourage more fun surely